﻿using System;
using System.Collections.Generic;

[Serializable]
public class Condition : PropertyBase
{
    public const string key = "Condition_";
    public PropertyValue<object> everyRound = new PropertyValue<object>(0,key + "everyRound");
    public PropertyValue<object> bloodRate = new PropertyValue<object>(0,key + "bloodRate");
    public PropertyValue<object> roundAfter = new PropertyValue<object>(0,key + "roundAfter");
    public PropertyValue<object> roundBegin = new PropertyValue<object>(0,key + "roundBegin");
    public PropertyValue<object> roundEnd = new PropertyValue<object>(0,key + "roundEnd");
    public PropertyValue<object> getBlock = new PropertyValue<object>(0,key + "getBlock");
    public PropertyValue<object> resume = new PropertyValue<object>(0,key + "resume");
    public PropertyValue<object> attack = new PropertyValue<object>(0,key + "attack");
    public PropertyValue<object> hardStraight = new PropertyValue<object>(0,key + "hardStraight");
    public PropertyValue<object> floatingSpace = new PropertyValue<object>(0,key + "floatingSpace");
    public PropertyValue<object> superArmor = new PropertyValue<object>(0,key + "superArmor");
    public PropertyValue<object> fall = new PropertyValue<object>(0,key + "fall");
    public PropertyValue<object> vertigo = new PropertyValue<object>(0,key + "vertigo");
    public PropertyValue<object> repel = new PropertyValue<object>(0,key + "repel");
    public PropertyValue<object> poisoning = new PropertyValue<object>(0,key + "poisoning");
    public PropertyValue<object> hide = new PropertyValue<object>(0,key + "hide");
    //方便管理
    // protected List<PropertyValue<object>> propertyList;
    public Condition()
    {
        propertyList.Add(everyRound);
        propertyList.Add(bloodRate);
        propertyList.Add(roundAfter);
        propertyList.Add(roundBegin);
        propertyList.Add(roundEnd);
        propertyList.Add(getBlock);
        propertyList.Add(resume);
        propertyList.Add(attack);
        propertyList.Add(hardStraight);
        propertyList.Add(floatingSpace);
        propertyList.Add(superArmor);
        propertyList.Add(fall);
        propertyList.Add(vertigo);
        propertyList.Add(poisoning);
        propertyList.Add(hide);
    }
}